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Ministry of Defense, Term 9

Discussion in 'Team Epsilon' started by peter grimes, May 1, 2007.

  1. peter grimes

    peter grimes ...

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    Well, better late than never :rollseyes:

    I've been going over some data on Innovia's military.

    Their soldier's numbers are higher than ours: 249k.

    I then went back through the saves and tallied up the total of Innovia's soldier numbers that we have confirmation of. I can only account for 183k.

    Here's the skinny:

    Expeditionary force Loco Prime Source: Columbus; Confidence: High
    4 galleys = 8k
    4 cats = 12
    1 CamAr = 3*
    2 Mace = 10
    1 LoBo = 4

    Homeland Defense Source: Eastern Friend; Confidence: Moderate
    2 Axemen = 4k
    (Magadan and Glassport)
    1 Archer = 2k
    (Polynesia)
    1 Warrior = 1k
    (Ploughland)

    Infrastructure 7 cities, we've only seen 4 REF Eastern Friend, Diplomacy Screen, x-ref Top 5 Cities
    7 (max) Barracks = 28k
    2 (min) Barracks = 8k
    7 (max) Forge = 14k
    2 (min) Forge = 7k

    Technologies Open Sources, trade pubications, technical journals, &cet.
    Sailing, Mining, AnimHusb = 6k
    Wheel, Alpha, MetCast, Comp, Const = 20k
    Math, Arch = 12
    Guild, BronWork, Machin = 24
    HorsRid, IronWork = 20

    Range: 168,000 max, 141,000 min

    That leaves 81 to 108k unseen...

    *I'll see if I can find how much a camel archer is worth.. Robi D's article doesn't explicitly mention it, but it appears that the Unique Unit is valued at one tier about whatever unit it replaces.
     
  2. Memphus

    Memphus Deity

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    Doesn't Population count for something?
     
  3. peter grimes

    peter grimes ...

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    Drat :(

    I'll edit that tonight.
     
  4. DaveMcW

    DaveMcW Deity

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    The known world.

    Spoiler :
     
  5. peter grimes

    peter grimes ...

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    Immortal Keep: I think we should do another Catapult or Chokunu before we start on Cavalry - Horses won't be connected until the interturn after next turn :(
     
  6. peter grimes

    peter grimes ...

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    Here's the [editted] skinny:

    Population strength Source: Piffle Map; Confidence: High
    Wheelville 11
    Ploughland 10
    Chowederton 9
    Polynesia 9
    Glassport 8
    Sinsburg 8
    Magadan 6
    Port Tropicana 2
    TOTAL = 63 = 31k

    Expeditionary force Loco Prime Source: Columbus; Confidence: High
    4 galleys = 8k
    4 cats = 12
    1 CamAr = 3
    2 Mace = 10
    1 LoBo = 4

    Homeland Defense Source: Eastern Friend; Confidence: Moderate
    2 Axemen = 4k
    (Magadan and Glassport)
    1 Archer = 2k
    (Polynesia)
    1 Warrior = 1k
    (Ploughland)

    Infrastructure 7 cities, we've only seen 4 REF Eastern Friend, Diplomacy Screen, x-ref Top 5 Cities
    7 (max) Barracks = 28k
    2 (min) Barracks = 8k
    7 (max) Forge = 14k
    2 (min) Forge = 7k

    Technologies Open Sources, trade pubications, technical journals, &cet.
    Sailing, Mining, AnimHusb = 6k
    Wheel, Alpha, MetCast, Comp, Const = 20k
    Math, Arch = 12
    Guild, BronWork, Machin = 24
    HorsRid, IronWork = 20

    Range: 137,000 max, 110,000 min

    That leaves 50 to 77k unseen... which is equivalent to around 10 to 15 maces, or 17 to 25 camel archers. I'm not assuming them to have that many of either unit, just showing the relationship between the number of soldiers and the numbers of units.
     
  7. DaveMcW

    DaveMcW Deity

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    Workers don't work in the interturn, they will finish early. :D
     
  8. Memphus

    Memphus Deity

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    For further clarifiaction, I'll jsut pick cavalry as the build option after the horses get hooked up by the two workers :)
     
  9. DaveMcW

    DaveMcW Deity

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    Turn 168

    I suggest we send the explorer SW into the heart of Aloha's territory, and then disband him so they don't notice.
     
  10. Memphus

    Memphus Deity

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    That is a really good idea.

    Perhaps one more turn to the SE and try to end the turn on a road? This will give us 4 moves into their heart land.
     
  11. DaveMcW

    DaveMcW Deity

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    I think with roads and guerrilla II we already get 4 moves. And another turn is pushing it, they are already out of our territory.
     
  12. peter grimes

    peter grimes ...

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    Excellent idea, Dave! It's pretty cutthroat, but desperate times call for desparate measures ;)
     
  13. DaveMcW

    DaveMcW Deity

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    Is there a reason our catapults are leaving Sunrise Citadel?

    I'd rather have them defending the city and catch a ride in a galleon later.
     
  14. Memphus

    Memphus Deity

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    Can Do(send them back...Actually that will save us maintenance costs). I just figured that no one was comming so they could mosey thier way on down to Dune.
     
  15. DaveMcW

    DaveMcW Deity

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    Turn 175

    We have promised Piffle that we will give them 5 cavalry and 2 galleons over the next ten turns.

    Which 5 should we send?
    What is the best route for them to take?
    Are we building cavalry fast enough?

    These are great questions for the defense minister (or anyone who wants his job next term) to help us answer.
     
  16. Memphus

    Memphus Deity

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    Ok So Here is what We owe:

    2 Galleons
    5 Cavalry

    Here is what we have comming Based on Builds Ordered so Far:

    Turn 1: 1150AD We can Gift 1 Galleon, 1 of 2

    Turn 2: 1160AD Nothing

    Turn 3: 1170AD Cavalry is Built In IK Takes 6 Turns to Arrives

    Turn 4: 1180AD Nothing

    Turn 5: 1190AD Nothing

    Turn 6: 1200AD Cavalry that is already running there Arrives, 2 of 6
    Cavalry is Built int IK Takes 6 Turns to Get there
    Cavalry Built in MB Takes 5 Turns to get there

    Turn 7: 1210AD Cavalry Built on Turn 1140AD Arrives(Holy City) 3 of 6

    Turn 8: 1220AD Nothing

    Turn 9: 1230AD, Cavalry from IK Turn 1170 Arrives

    Turn 10: 1240AD Nothing

    Turn 11: 1250AD Cavalry Built in MB turn 1200AD Arrives 4 of 6

    Turn 12: 1260AD Cavalry Built in IK turn 1200AD Arrives 5 of 6

    So That leaves us 1 Galleon short & 1 Cavalry short if all of our units go to them over the next 12 turns. (Without Building Cavalry anwhere else but MB & IK)

    However I don't think we should send all of our units as then we have none?

    That Said, I don't want to send our other Galleon thier either.

    So Options I see:
    Galleons:
    1. Build Galleon *2 in POM (Galley will upgrade to that after we discover Chemistry)
    That gives us 1 and Piffle One and we can keep one for the meantime

    Cavalry:
    2. Build 1 Cavalry in Holy City, :whipped: it out

    Then we meet our commitment, after that we can focus our Attack but we won't be ready then for another 30 turns (approx) because keep in mind MB goes offline for a bit once we discover steel to :hammers: out Ironworks.

    Another Option:

    Offer Piffle Iron for a reduction of 2 Cavalry, this way they can build pikes to counter the Cossaks (better than sacraficing Cavalry)
     
  17. General_W

    General_W Councilor & Merlot Noble

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    Yikes… how did we go from DaveMcW's prediction of 20 turns to get the job done with sending Piffle every-other Cavalry to this!?!

    We can try to re-negotiate… but I'm not sure what Piffle will say, they may already have plans to settle their Iron, and they seem eager to get the Cavalry.
     
  18. peter grimes

    peter grimes ...

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    Sorry I've been lax on this, but work has been more than hectic lately.

    There's an error in Memphus' post - he forgot to tally the Cavalry produced in IK in 1170 (arriving in 1230 - turn 9). So we're not actually short on Cavalry.

    However, with only a couple cities producing Cavalry, that's no way to gear up for a war. Maybe after all these libraries complete we can turn all cities (except for IronWorks) over to military production.

    But this all raises a larger question: When do we plan on invading?

    We want to wait for cannons, whether they be upgraded catapults or fresh ones.
    We want our units to come out the door with 8/10 xp, so there should be a revolution at some point.
    We should not wait so long that our UU is completely obsolete, as those ChoKuNu's are hella nasty!
    We need sea transport to ferry our units to Loco.

    This all seems doable in 30ish turns.
     
  19. DaveMcW

    DaveMcW Deity

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  20. DaveMcW

    DaveMcW Deity

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    Now that everyone has Astronomy, we need to take our coastal defense seriously. We can start by getting visibility within 5 tiles to prevent surprise landings.

     

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